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#4268124 - 06/08/16 01:25 AM Read Me Posts Transferred  
Joined: Jun 2001
Posts: 7,444
Mad Max Offline
survivor
Mad Max  Offline
survivor
Hotshot

Joined: Jun 2001
Posts: 7,444
NSW, Australia
As requested:

[color:#33FFFF]Even now, in the midst of a discussion on readme files it seems as though SOME PEOPLE haven't read the file.

So, in a nut shell, the SPAW read me is a couple of pages long, explaining every new function and then at the end of the SPAW readme file there's this:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Credits:

Coders:
Ralf " Knegel" Kraeft
Tony " Mr. Jelly" West

Skinners:
Mike "Iron Mike" Pluhar
John "Col. Gibbons" Graham
David "Skylark" Phillips
Jeff "MadProf" Grandel

3dz Model Makers:
John "Col. Gibbons" Graham
Ray "Rotton50" Otton
Peter "Moggy" Fitzgerald
Brian "Pobs" Egan

Assistant 3dz Model Maker:
Jeff "MadProf" Grandel

Graphics Artist:
Jeff "MAdProf" Grandel

Theatre Map Enhancement:
David "Skylark" Phillips

Terrains:
"Dancho"

Poking Stuff With a Stick:
Brian "Crashin' Jack" Baker

Campaign, single mission, weapons, loadouts, text editing:
Ray "Rotton50" Otton

Intro Music excerpted from Richard Rodgers "Victory At Sea" from
the NBC-TV series of the same name.

The ModSquad would also like to recognize anyone who may
have contributed directly or indirectly to this project,
but who was inadverntently not named.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

There's an acronym for users who ask unnecessary questions or make observations based on assumptions.

RTFF.

This is a tough way to communicate. No voice inflection, no reading facial expressions.

To be clear, this hasn't raised my ire. Well, the sideshots about credit did but I chalk that up to SSDD.

I'm just trying to have a substantive discussion about EAW documentation.

Let me ask, did you read the SPAW readme file?

It doesn't go into details on the building of SPAW. It goes into great detail on how to play SPAW, specifically.....oh hell....here's the whole thing:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
SOUTH PACIFIC AIR WAR (SPAW) README

South Pacific Air War is a stand alone mod for European Air War. It includes the newest eaw.exe, 1.28c, which is required for this mod to function. Using the new directory and subfolder system developed by the coders, the included SPAW CDF files and other files found in the SPAW folder are default for this mod, as developed by the ModSquad.

Included in this package are the Readme documents for all 1.28 versions.
Be sure to read the include 1.28c readme for information concerning this latest EAW.exe .

Once you have installed SPAW into its own directory/folder YOU WILL NEED TO COPY ALL OF THE DEFAULT CDF FILES from the Micropose CD, InfogamesCD, or a previous installation of EAW, into the newly created SPAW directory/folder, or the mod will not function.


SCOPE:

These two campaigns cover the Guadalcanal period and the air war in the South Pacific during 1943 and 1944.


GAME PLAY:

Nationality: It is suggested that if flying Japanase, subtitles in the sound configuration should be activated.

Weapons activation:

The weapons loadouts are set up differently than in the default EAW world. SPAW combines the 1.28a ability to fire each loadout twice rather than once with the MODSquad modification that performed the same function. The result is that SPAW has the ability to drop up to five separate weaons.

There are 3 loadout labels, LO-1, LO-2 and LO-3.

LO-1 is released by the drop tank key which requires no avtivation.
LO-2 is activated by the bomb key and then released by the "FIRE SELECTED WEAPONS" key.
LO-3 is activated by the rocket key and then released by the "FIRE SELECTED WEAPONS" key.

It is imperative that the pilot read the armament screen carefully because there is no in-game indication for what weapons are assigned to which loadout.

If a plane is carrying any weapon or drop tank defined as LO-1 then that weapon must be released first no matter what it is.

If a plane carrying two bombs and they are both defined as LO-2 then in-game the pilot will activate the bomb key, drop the bomb and then activiate the bomb key again to drop the second bomb.

The same procedure is used for launching rockets defined as LO-3.

If a plane is carrying three or four bombs, two defined as LO-2 and two defined as LO-3 then the pilot activates the bomb key, drops the bomb, activates the bomb key again, drops that bomb, acvtivates the rocket key, drops that bomb and then activates the rocket key again to drop the final bomb when carring a fourth bomb.


Mission selection:

Fighter sweep has been replaced by Combat Air Patrol but they are essentially the same.

Interdiction has been replaced by Strike but they are essentially the same.


Career selections:

Be sure that either the text "Guadalcanal" or "South Pacific 1943-'44" is highlighted in red before slecting the nation or the career setup will be incorrect.


Dive brake function:
On any plane designated a dive bomber the pilot will have functioning dive brakes. The three planes in SPAW so designated are the A-36, TB0-2 and D3a.

Here is the procedure.

1 - As you approach the target at 10 to 12 thousand feet slow down to 180 to 200 mph.
2 - Activate the "bomb arm" key.
3 - Use the "lower flaps" key to activate the dive brakes.
4 - Depress the nose to about 80 degrees verticle and line up the target.
5 - The plane will accelerate to about 320 MPH. It wll remain steady throughout the dive sequence.
6 - Drop the bomb at 2500 feet and pull out.
7 - Use the "raise flaps" key to retract the dive brakes.
8 - The procedure can be used again if the plane is carrying more than one bomb.


Plane chracteristics:

The P-38F flies like the standard P-38H from the default EAW except it is somewhat slower. Keep your speed up against Zeros and Oscars. Do not attempt a slow speed dogfight with either plane. You can dogfight all of the other Japanese planes.

The A-20 is fairly quick for a bomber and packs decent punch. Get in and get out. Do not hang around the target area. If you successfully exit the target area you can find plenty of targets of opportunity on the flight howe.

The P-40 is very capable against all the Japanese planes as long as you follow the same advice as for the P-38.

The F6F is a very good dogfighter. Not a nimble as the Zero or Oscar but still able to mix it up at all speeds. Attempt to keep the speed up though because the Zero and Oscar manuverability decline rapidly over 300 mph. It also makes a very effective fighter bomber.

The A-36 can hold it's own as a fighter up to about 10,000 feet. Though designed as a dive bomber it has the heart of a fighter. It is fast down low and packs a good punch. As for the other Allied fighters do not attemp slow speed dogfights against the Zero and Oscar.

The F4u is the bully in SPAW. Fast and manuverable. 'nuff said.

The P-61, though originally designed as a night fighter, makes an extremely effective attack plane. It is heavily armed, has an exellent payload and is very nimble for it's size. Still, do not attempt to dogfight any of the Japanese planes unless in a superior tactical position.

The B25H is the low level ship killer in SPAW. Not very fast but heavily armed, and well protected. The 75mm cannon is manually loaded so you have to keep the trigger depressed for a couple of seconds before the weapon fires. You must release the trigger between rounds. Give the loader a break!

The Martin Baker MB-3 never reached production. It had outstanding performance, equal to the Spitfire and heavily armed with 6 20mm cannon. You can dogfight with any of the Japanese planes as long as the speed is over 200 mph.

The P-400 is an adequate performer but it's two strong points are it's superior speed and heavy firepower. It is not able to stand up to as much punishment as other Allied planes.

The Spit V can dogfight with any of the Japanese planes as long as the speed stays above 200 mph.

The TBO-2 was a proposed Naval attack plane for the US navy. It was based on the P-38 airframe but replaced the inline Allisons with the rugged Wright Cyclone radial. It can be used as either a torpedo bomber or a dive bomber. It is fast enough to stay out of trouble but be aware that it is not a fighter. As with the A-20, get in and get out. Note that you have only three 50 cal machine guns but you also have a lot of ammo.

The SBD-5 makes a very effective ship killer. It carries a 1000 lb bomb and is very accurate in the dive. It is also fairly nimble and is armed with two forward firing 50 cal machine guns. If a Zero pilot gets careless you can bring him down. But it also a very slow plane so don't stick around to admire you handiwork.

The F4F is a nimble fighter. The only planes that can out maneuver it are the Zero and Oscar. It is very rugged and packs a good punch. It is slower the the Zero but faster than the Oscar. If you get into trouble point the nose down and dive away.

The Beaufighter is very similar in performance to the A-20. The same advice applies.

The A6m2 Zero is an outstanding dogfighter at slow speeds. Once over 300 MPH the controls start to stiffen and over 360 MPH all the Allied pances can out maeuver it. It is also very fragile so don't allow an enemy plane on you six. One good burst and you could be out of action.

The A6m3 Zero is a slightly faster version of the A6m2.

The Ki-61 is very similar in flight characteristics to the Me109F. It is fast and maneuverable and can hold it's own against all the Allied fighters except the F4u.

The Ki-44 is a capable aircraft. It is fairly fast but not as maneuverable as other Japanese planes. It is able to hold it's own with the earlier Allied fighters but is overmatched against the F6F, F4u and MB-3.

The Ki-96 was designed as a replacement for the Ki-45. It has excellent speed and firepower. It's flight charactersitics are similar to the P-38 so the same advice applies.

The Ki-43 has almost identical flight chracteristics to the A6M2 so the same advice applies. It is somehat slower than the Zero and is only armed with 2 12.5mm machine guns. However, the guns are in the nose so they can be very effective on such a nimble plane if you aim for the cockpit of the enemy plane and attempt to kill the pilot.

The J2M2 was designed more like an Allied plane. It sacrifices maneuverability for speed and protection.

The Ki-88 was a Japanese design concept similar to the P-39 / P-400. The engine was placed behind the pilot and heavy armament was intalled in the nose. The flight characteristics are similar to the P-400 in SPAW but it is somehat faster. Use your speed to stay out of trouble and remember that the 3 nose mounted 20mm cannons make a very effective weapons system.

The Ki-64 was another Japanese design that abondoned maeuverability for speed and firepower. This plane can hold it's own against any Allied fighter, including the F4u.

The D3a is an effective dive bomber as long as there is adequate escort coverage. It is slow and fragile so don't attmempt anything other than attacking the assigned target.

The B5N is a very effective attack plane. It can carry bombs or a torpedo. It is somehat faster than the D3a but it remains very vunerable to any Allied fighter.

The Ki-45 is a heavy fighter / attack plane. It has very good speed and firepower but it not designed for dogfighting. Use the same strategy as for the A-20 and Beaufighter.


INI settings:

The following EAW.inin settings are recommended for balanced game play. Setting can be adjusted according to personal preferences:


These two settings set the level of difficulty of heavy AA fire.
FlakAccuracy=1 ( range - 0 to 20)
FlakRof=1 ( range - 0 to 4 )


These three setting help ensure fighter escorts when flying bomber careers.
ExtraSquads=17
EnemyEncounter=256
FriendlyEncounter=256


FLAKDATA.dat settings

The level of difficulty of the light flak is not set by the ini file. Rather you must edit the flakdata.dat file in the following manner:

1 - Change the name of the file from flakdata.dat to flakdata.txt.
2 - Open the file in a text editor like Notepad.
3 - You will see six numbers in a column - for example:

02
140
10
04
190
20

The first three numbers define the lightest flak guns and the next three define the medium flak guns.

The first number is the gun caliber - 01= 30 cal machine guns
O2= 50 cal machine guns
04= 20mm cannons
08= 40mm cannons

The second number is the range - A relative number that EAW uses to calculate the range. Normally this would be between 100 and 200 but you can experiment with the settings.

The third number is the rate of fire - Usually set between 8 and 20.

So for expamle in you find the flak to accurate and intense you could reduce the medium flak to a 50 cal machine gun and the light flak to a 30 cal machine gun.

Or you could reduce the rate of fire and the range in any combination that suits you skill level.

4 - Change the numbers as you see fit
5 - Save the file
6 - Change the file name back to flakdata.dat

Alt-Screen Folder:
Included are alternate Squad Office screens for campaign mode.
The readme in the folder explains how to install the alternate
screens.

Aircraft Slot Reference:
Slot # SPAW EAW Slot # SPAW EAW

Slot00 - P38F= P38H Slot16 - A6M2 = 109E
Slot01 - A20 = P38J Slot17 - Ki61 = 109G
Slot02 - P40 = P47C Slot18 - Ki44 = 109K
Slot03 - F6F = P47D Slot19 - Ki96 = 110C
Slot04 - A36A= P51B Slot20 - Ki43 = 110G
Slot05 - F4U = P51D Slot21 - Ki64 = 410
Slot06 - P61 = B17 Slot22 - J2M2 = 190A
Slot07 - Pb4Y= B24 (Non-Flyable) Slot23 - Ki88 = 190D
Slot08 - PBJ = B26 Slot24 - B5N2 = 262
Slot09 - MB3 = Hurricane Slot25 - Ki21 = 88A (Non-Flyable)
Slot10 - P400= Spit1 Slot26 - Ki45 = 88C
Slot11 - MKV = Spit9 Slot27 - D3A = 87B
Slot12 - TBO = Spit14 Slot28 - G4M2 = 111 (Non-Flyable)
Slot13 - SBD = Typhoon Slot29 - A6M3 = V1
Slot14 - F4F = Tempest
Slot15 - Beaufighter = Mosquito


Credits:

Coders:
Ralf " Knegel" Kraeft
Tony " Mr. Jelly" West

Skinners:
Mike "Iron Mike" Pluhar
John "Col. Gibbons" Graham
David "Skylark" Phillips
Jeff "MadProf" Grandel

3dz Model Makers:
John "Col. Gibbons" Graham
Ray "Rotton50" Otton
Peter "Moggy" Fitzgerald
Brian "Pobs" Egan

Assistant 3dz Model Maker:
Jeff "MadProf" Grandel

Graphics Artist:
Jeff "MAdProf" Grandel

Theatre Map Enhancement:
David "Skylark" Phillips

Terrains:
"Dancho"

Poking Stuff With a Stick:
Brian "Crashin' Jack" Baker


Campaign, single mission, weapons, loadouts, text editing:
Ray "Rotton50" Otton

Intro Music excerpted from Richard Rodgers "Victory At Sea" from
the NBC-TV series of the same name.

The ModSquad would also like to recognize anyone who may
have contributed directly or indirectly to this project,
but was inadverntently not named.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The readme issue is an offshoot of what I posted previously.

The discussion is about the effort necessary for a producer to document the work and is it worth the time.

And again, I am not angry and I welcome opposing viewpoints. As long as they are related to the subject at hand.

Read more: http://simhq.com/forum/ubbthreads.php/topics/4267017#ixzz4AwnHMS8k
Follow us: @SimHQ on Twitter | SimHQ on Facebook

Ray
A simple read me would be somewhat useful to some users not complicated but would just have

1}Whats In the mod
2}Hoe to install it in case a dummy like me can't figure it out installation of FXEXE is a case in point I had to ask here on how to install it.A simple install read me would have solved it
3}A tip of the hat to contributors

Sorry if this seems to have stirred your ire but mostly we don't need the nuts and bolts of the creation just some insight as to how to use the bugger if a modder chooses not to include one sweet.If he does some of us appreciate them and DO READ THEM and saves us some headach

Read more: http://simhq.com/forum/ubbthreads.php/topics/4267017#ixzz4AwszkiII
Follow us: @SimHQ on Twitter | SimHQ on Facebook

Hi Ray.

The scenario readme's only used to list the contributors to the file set, so not exactly difficult to do, as by a thank you to the people involved.

The planes you updated using the Empty F system, should have had a thank you to the originator, which in a lot of cases was Capt Kurt and others, but you've used my stuff too, without any credit to me.

You also need to tell people if the model is D3D, and or Glide tested. The reversed texture problem in Glide, causes lots of people to get fed up with EAW.

It's not a new issue, we had the same problem with TNT Skins, which had to be clearly marked in the Readme.

Read more: http://simhq.com/forum/ubbthreads.php/topics/4266218#ixzz4AwtWqjrZ
Follow us: @SimHQ on Twitter | SimHQ on Facebook

Ray
A simple read me would be somewhat useful to some users not complicated but would just have

1}Whats In the mod
2}Hoe to install it in case a dummy like me can't figure it out installation of FXEXE is a case in point I had to ask here on how to install it.A simple install read me would have solved it
3}A tip of the hat to contributors

Sorry if this seems to have stirred your ire but mostly we don't need the nuts and bolts of the creation just some insight as to how to use the bugger if a modder chooses not to include one sweet.If he does some of us appreciate them and DO READ THEM and saves us some headaches

Read more: http://simhq.com/forum/ubbthreads.php/topics/4267017#ixzz4AwuMdvgY
Follow us: @SimHQ on Twitter | SimHQ on Facebook

This is a tough way to communicate. No voice inflection, no reading facial expressions.

To be clear, this hasn't raised my ire. Well, the sideshots about credit did but I chalk that up to SSDD.

I'm just trying to have a substantive discussion about EAW documentation.

Let me ask, did you read the SPAW readme file?

It doesn't go into details on the building of SPAW. It goes into great detail on how to play SPAW, specifically.....oh hell....here's the whole thing:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
SOUTH PACIFIC AIR WAR (SPAW) README

South Pacific Air War is a stand alone mod for European Air War. It includes the newest eaw.exe, 1.28c, which is required for this mod to function. Using the new directory and subfolder system developed by the coders, the included SPAW CDF files and other files found in the SPAW folder are default for this mod, as developed by the ModSquad.

Included in this package are the Readme documents for all 1.28 versions.
Be sure to read the include 1.28c readme for information concerning this latest EAW.exe .

Once you have installed SPAW into its own directory/folder YOU WILL NEED TO COPY ALL OF THE DEFAULT CDF FILES from the Micropose CD, InfogamesCD, or a previous installation of EAW, into the newly created SPAW directory/folder, or the mod will not function.


SCOPE:

These two campaigns cover the Guadalcanal period and the air war in the South Pacific during 1943 and 1944.


GAME PLAY:

Nationality: It is suggested that if flying Japanase, subtitles in the sound configuration should be activated.

Weapons activation:

The weapons loadouts are set up differently than in the default EAW world. SPAW combines the 1.28a ability to fire each loadout twice rather than once with the MODSquad modification that performed the same function. The result is that SPAW has the ability to drop up to five separate weaons.

There are 3 loadout labels, LO-1, LO-2 and LO-3.

LO-1 is released by the drop tank key which requires no avtivation.
LO-2 is activated by the bomb key and then released by the "FIRE SELECTED WEAPONS" key.
LO-3 is activated by the rocket key and then released by the "FIRE SELECTED WEAPONS" key.

It is imperative that the pilot read the armament screen carefully because there is no in-game indication for what weapons are assigned to which loadout.

If a plane is carrying any weapon or drop tank defined as LO-1 then that weapon must be released first no matter what it is.

If a plane carrying two bombs and they are both defined as LO-2 then in-game the pilot will activate the bomb key, drop the bomb and then activiate the bomb key again to drop the second bomb.

The same procedure is used for launching rockets defined as LO-3.

If a plane is carrying three or four bombs, two defined as LO-2 and two defined as LO-3 then the pilot activates the bomb key, drops the bomb, activates the bomb key again, drops that bomb, acvtivates the rocket key, drops that bomb and then activates the rocket key again to drop the final bomb when carring a fourth bomb.


Mission selection:

Fighter sweep has been replaced by Combat Air Patrol but they are essentially the same.

Interdiction has been replaced by Strike but they are essentially the same.


Career selections:

Be sure that either the text "Guadalcanal" or "South Pacific 1943-'44" is highlighted in red before slecting the nation or the career setup will be incorrect.


Dive brake function:
On any plane designated a dive bomber the pilot will have functioning dive brakes. The three planes in SPAW so designated are the A-36, TB0-2 and D3a.

Here is the procedure.

1 - As you approach the target at 10 to 12 thousand feet slow down to 180 to 200 mph.
2 - Activate the "bomb arm" key.
3 - Use the "lower flaps" key to activate the dive brakes.
4 - Depress the nose to about 80 degrees verticle and line up the target.
5 - The plane will accelerate to about 320 MPH. It wll remain steady throughout the dive sequence.
6 - Drop the bomb at 2500 feet and pull out.
7 - Use the "raise flaps" key to retract the dive brakes.
8 - The procedure can be used again if the plane is carrying more than one bomb.


Plane chracteristics:

The P-38F flies like the standard P-38H from the default EAW except it is somewhat slower. Keep your speed up against Zeros and Oscars. Do not attempt a slow speed dogfight with either plane. You can dogfight all of the other Japanese planes.

The A-20 is fairly quick for a bomber and packs decent punch. Get in and get out. Do not hang around the target area. If you successfully exit the target area you can find plenty of targets of opportunity on the flight howe.

The P-40 is very capable against all the Japanese planes as long as you follow the same advice as for the P-38.

The F6F is a very good dogfighter. Not a nimble as the Zero or Oscar but still able to mix it up at all speeds. Attempt to keep the speed up though because the Zero and Oscar manuverability decline rapidly over 300 mph. It also makes a very effective fighter bomber.

The A-36 can hold it's own as a fighter up to about 10,000 feet. Though designed as a dive bomber it has the heart of a fighter. It is fast down low and packs a good punch. As for the other Allied fighters do not attemp slow speed dogfights against the Zero and Oscar.

The F4u is the bully in SPAW. Fast and manuverable. 'nuff said.

The P-61, though originally designed as a night fighter, makes an extremely effective attack plane. It is heavily armed, has an exellent payload and is very nimble for it's size. Still, do not attempt to dogfight any of the Japanese planes unless in a superior tactical position.

The B25H is the low level ship killer in SPAW. Not very fast but heavily armed, and well protected. The 75mm cannon is manually loaded so you have to keep the trigger depressed for a couple of seconds before the weapon fires. You must release the trigger between rounds. Give the loader a break!

The Martin Baker MB-3 never reached production. It had outstanding performance, equal to the Spitfire and heavily armed with 6 20mm cannon. You can dogfight with any of the Japanese planes as long as the speed is over 200 mph.

The P-400 is an adequate performer but it's two strong points are it's superior speed and heavy firepower. It is not able to stand up to as much punishment as other Allied planes.

The Spit V can dogfight with any of the Japanese planes as long as the speed stays above 200 mph.

The TBO-2 was a proposed Naval attack plane for the US navy. It was based on the P-38 airframe but replaced the inline Allisons with the rugged Wright Cyclone radial. It can be used as either a torpedo bomber or a dive bomber. It is fast enough to stay out of trouble but be aware that it is not a fighter. As with the A-20, get in and get out. Note that you have only three 50 cal machine guns but you also have a lot of ammo.

The SBD-5 makes a very effective ship killer. It carries a 1000 lb bomb and is very accurate in the dive. It is also fairly nimble and is armed with two forward firing 50 cal machine guns. If a Zero pilot gets careless you can bring him down. But it also a very slow plane so don't stick around to admire you handiwork.

The F4F is a nimble fighter. The only planes that can out maneuver it are the Zero and Oscar. It is very rugged and packs a good punch. It is slower the the Zero but faster than the Oscar. If you get into trouble point the nose down and dive away.

The Beaufighter is very similar in performance to the A-20. The same advice applies.

The A6m2 Zero is an outstanding dogfighter at slow speeds. Once over 300 MPH the controls start to stiffen and over 360 MPH all the Allied pances can out maeuver it. It is also very fragile so don't allow an enemy plane on you six. One good burst and you could be out of action.

The A6m3 Zero is a slightly faster version of the A6m2.

The Ki-61 is very similar in flight characteristics to the Me109F. It is fast and maneuverable and can hold it's own against all the Allied fighters except the F4u.

The Ki-44 is a capable aircraft. It is fairly fast but not as maneuverable as other Japanese planes. It is able to hold it's own with the earlier Allied fighters but is overmatched against the F6F, F4u and MB-3.

The Ki-96 was designed as a replacement for the Ki-45. It has excellent speed and firepower. It's flight charactersitics are similar to the P-38 so the same advice applies.

The Ki-43 has almost identical flight chracteristics to the A6M2 so the same advice applies. It is somehat slower than the Zero and is only armed with 2 12.5mm machine guns. However, the guns are in the nose so they can be very effective on such a nimble plane if you aim for the cockpit of the enemy plane and attempt to kill the pilot.

The J2M2 was designed more like an Allied plane. It sacrifices maneuverability for speed and protection.

The Ki-88 was a Japanese design concept similar to the P-39 / P-400. The engine was placed behind the pilot and heavy armament was intalled in the nose. The flight characteristics are similar to the P-400 in SPAW but it is somehat faster. Use your speed to stay out of trouble and remember that the 3 nose mounted 20mm cannons make a very effective weapons system.

The Ki-64 was another Japanese design that abondoned maeuverability for speed and firepower. This plane can hold it's own against any Allied fighter, including the F4u.

The D3a is an effective dive bomber as long as there is adequate escort coverage. It is slow and fragile so don't attmempt anything other than attacking the assigned target.

The B5N is a very effective attack plane. It can carry bombs or a torpedo. It is somehat faster than the D3a but it remains very vunerable to any Allied fighter.

The Ki-45 is a heavy fighter / attack plane. It has very good speed and firepower but it not designed for dogfighting. Use the same strategy as for the A-20 and Beaufighter.


INI settings:

The following EAW.inin settings are recommended for balanced game play. Setting can be adjusted according to personal preferences:


These two settings set the level of difficulty of heavy AA fire.
FlakAccuracy=1 ( range - 0 to 20)
FlakRof=1 ( range - 0 to 4 )


These three setting help ensure fighter escorts when flying bomber careers.
ExtraSquads=17
EnemyEncounter=256
FriendlyEncounter=256


FLAKDATA.dat settings

The level of difficulty of the light flak is not set by the ini file. Rather you must edit the flakdata.dat file in the following manner:

1 - Change the name of the file from flakdata.dat to flakdata.txt.
2 - Open the file in a text editor like Notepad.
3 - You will see six numbers in a column - for example:

02
140
10
04
190
20

The first three numbers define the lightest flak guns and the next three define the medium flak guns.

The first number is the gun caliber - 01= 30 cal machine guns
O2= 50 cal machine guns
04= 20mm cannons
08= 40mm cannons

The second number is the range - A relative number that EAW uses to calculate the range. Normally this would be between 100 and 200 but you can experiment with the settings.

The third number is the rate of fire - Usually set between 8 and 20.

So for expamle in you find the flak to accurate and intense you could reduce the medium flak to a 50 cal machine gun and the light flak to a 30 cal machine gun.

Or you could reduce the rate of fire and the range in any combination that suits you skill level.

4 - Change the numbers as you see fit
5 - Save the file
6 - Change the file name back to flakdata.dat

Alt-Screen Folder:
Included are alternate Squad Office screens for campaign mode.
The readme in the folder explains how to install the alternate
screens.

Aircraft Slot Reference:
Slot # SPAW EAW Slot # SPAW EAW

Slot00 - P38F= P38H Slot16 - A6M2 = 109E
Slot01 - A20 = P38J Slot17 - Ki61 = 109G
Slot02 - P40 = P47C Slot18 - Ki44 = 109K
Slot03 - F6F = P47D Slot19 - Ki96 = 110C
Slot04 - A36A= P51B Slot20 - Ki43 = 110G
Slot05 - F4U = P51D Slot21 - Ki64 = 410
Slot06 - P61 = B17 Slot22 - J2M2 = 190A
Slot07 - Pb4Y= B24 (Non-Flyable) Slot23 - Ki88 = 190D
Slot08 - PBJ = B26 Slot24 - B5N2 = 262
Slot09 - MB3 = Hurricane Slot25 - Ki21 = 88A (Non-Flyable)
Slot10 - P400= Spit1 Slot26 - Ki45 = 88C
Slot11 - MKV = Spit9 Slot27 - D3A = 87B
Slot12 - TBO = Spit14 Slot28 - G4M2 = 111 (Non-Flyable)
Slot13 - SBD = Typhoon Slot29 - A6M3 = V1
Slot14 - F4F = Tempest
Slot15 - Beaufighter = Mosquito


Credits:

Coders:
Ralf " Knegel" Kraeft
Tony " Mr. Jelly" West

Skinners:
Mike "Iron Mike" Pluhar
John "Col. Gibbons" Graham
David "Skylark" Phillips
Jeff "MadProf" Grandel

3dz Model Makers:
John "Col. Gibbons" Graham
Ray "Rotton50" Otton
Peter "Moggy" Fitzgerald
Brian "Pobs" Egan

Assistant 3dz Model Maker:
Jeff "MadProf" Grandel

Graphics Artist:
Jeff "MAdProf" Grandel

Theatre Map Enhancement:
David "Skylark" Phillips

Terrains:
"Dancho"

Poking Stuff With a Stick:
Brian "Crashin' Jack" Baker


Campaign, single mission, weapons, loadouts, text editing:
Ray "Rotton50" Otton

Intro Music excerpted from Richard Rodgers "Victory At Sea" from
the NBC-TV series of the same name.

The ModSquad would also like to recognize anyone who may
have contributed directly or indirectly to this project,
but was inadverntently not named.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The readme issue is an offshoot of what I posted previously.

The discussion is about the effort necessary for a producer to document the work and is it worth the time.

And again, I am not angry and I welcome opposing viewpoints. As long as they are related to the subject at hand.

Read more: http://simhq.com/forum/ubbthreads.php/topics/4267017#ixzz4Awuo4Iw3
Follow us: @SimHQ on Twitter | SimHQ on Facebook

Other than the aircraft descriptions what could I have left out without affecting the players ability to take advantage of all the added functions?

And FWIW, you could skip the aircraft descriptions if you really wanted to.

Read more: http://simhq.com/forum/ubbthreads.php/topics/4267017#ixzz4AwvUmv6g
Follow us: @SimHQ on Twitter | SimHQ on Facebook

[/color]
Hope that's what was wanted, smile

Last edited by Mad Max; 06/08/16 02:05 AM.

"You'll never take me alive" said he,
And his ghost may be heard if you pass by that billabong
"Who'll come a Waltzing Matilda with me?"



Inline advert (2nd and 3rd post)

#4268140 - 06/08/16 03:07 AM Re: Read Me Posts Transferred [Re: Mad Max]  
Joined: Oct 2003
Posts: 3,133
Crashin' Jack Offline
Cockpit Connoisseur
Crashin' Jack  Offline
Cockpit Connoisseur
Senior Member

Joined: Oct 2003
Posts: 3,133
Illinois, USA
I like my credit of Poking Stuff With a Stick. I do that a lot!


"Blasts from clustered R4M quartets in my snout
And see these English planes go burn...." Blue Oyster Cult

#4268155 - 06/08/16 05:21 AM Re: Read Me Posts Transferred [Re: Mad Max]  
Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo' Offline
Every Human is Unique
Brit44 'Aldo'  Offline
Every Human is Unique
Member

Joined: Jan 2006
Posts: 1,506
Ummm, not to be my usual prick self.... But what makes you think that a player who downloads a mod and does not read the readme will read the posting of the readme?

Quote:
As requested:

Just an assumption by me, but... Ray does not need to justify himself and/or the modsquads work. No matter how much others complain, they will never take the time to do the work.

Conflicts with modders are a different animal, but again I do not see where the SPAW creators need to justify themselves.

wink welcome to the forum Max. Spare the rod, spoil the child ;P


TPA who TWI
"The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
#4268181 - 06/08/16 08:10 AM Re: Read Me Posts Transferred [Re: Mad Max]  
Joined: Apr 2002
Posts: 12,497
MrJelly Offline
Veteran
MrJelly  Offline
Veteran

Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France

The original post looks terrible in all red, and I wonder if that was intended for the entire post wink


Fly EAW online at GameRanger: GameRanger Site

FaceBook Pages
UAW 160 downloads
EAW Club

Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4268201 - 06/08/16 10:04 AM Re: Read Me Posts Transferred [Re: Mad Max]  
Joined: Feb 2006
Posts: 4,859
Rotton50 Offline
3DZ / campaign designer
Rotton50  Offline
3DZ / campaign designer
Senior Member

Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
I'm not sure what this is about, unless the OP objected to the various sidebars the discussion took in his thread.

The discussion went in many different directions. One of them being whether or not read me files were worth the time. Another subject that came up was the accusation that credit was not given to other modders by certain members.

The posting of the SPAW readme file was meant as an example relevant to both those discussions.

BTW, the original post was NOT in red.


Heck, even paranoids have enemies.

Moderated by  RacerGT 

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